Thursday, 9 January 2014

Experimental Complex Generator

The idea is that you roll 4d50, write down each sentance at the top of your map page and use the rules as the PC's transit through the system, hopefully giving each underground 'Area' its own different feel. Even if the players are not formally told they have entered that area.

"The"

"Of"

1

Boiling Surge

No Return

2

Torrenting Torment

The Snakemen

3

Seeping Sink

Blinded Eyes

4

Curving River

Forgotten Hopes

5

White Water River

Last Chances

6

Sinkholes

Slipped Grips

7

Parched River

The King Who Ate Saints

8

Murder Rapids

Strangled Songs

9

Screaming Surge

The Last Chance

10

Plunging Falls

Abandoned Friends

11

Spiralling Beck

Bloody Betrayal

12

Crawling Waters

Forgotten Friends

13

Burning Rapids

Those Despised

14

Seasonal River

He Who Seeks

15

Weeping Cracks

The Monsters Maw

16

Springs

The Poisoned Fool

17

Fountains

Choking Slime

18

Majestic Waves

Quivering Fear

19

Endless Falls

Silence and Time

20

Black Depthless Flow

Mutation

21

Faults

A Long-Gone Race

22

Tornado-Tubes

Nightmares and Dreams

23

Inexplicable Whorls

A Long-Forgotten God

24

Sulphuric Blooms

The Silicon Crown

25

Tendrils

The Beast of The Abyss

26

Tubes

Endless Descent

27

Bloodsplatter Windings

The Titancorpse

28

Pools

The Conquored Worm

29

Warrens

The Tasters Of The Air

30

Wormcasts

No Escape

31

Burrows

The Consumor

32

Tombs

Eaten Hours

33

Myconid Farms (Dead)

Mocking Imperial Ghosts

34

Ruined Mine

Those Who Wait Still

35

Ghost Mine

Eyes That Blink Not

36

Ruins

The Lawgiver

37

Battleground

Those From Below

38

Lost Colony

The Sun-Eaters

39

Inverse Tower

The Cryptic Witch

40

Strange Delve

The Fingerless mage

41

Counter-Mines

Dead Dwarves

42

Gold-Greed

The Elf-Eaters

43

Mines

Chained Children

44

Folley

The Eyeslicers

45

War Mines

The Slave Lords

46

Gasping Mines

Sky Wind Scent

47

Failed Escape

False Lights

48

Last Hope

Starved Slaves

49

Fall

Sleepless Dead

50

Threads

Burning Words

"Always"

1

Curves like question marks at unexpected times

2

Has vertical letterbox vents in the roof

3

Dives out of sight like upturned letter 'J's

4

Connects through passages, curved like arrow flight

5

Cuts through banded sandstone staind with metallic leaks

6

Seems carved by thoughtless fools, organically, to no plan

7

Has blocked primary routes (or so it seems)

8

Requres traverses to pass impossible falls

9

Has one walking passage exit, accessable by overhang

10

Narrows to a squeeze but then expands

11

Has exits just out of reach

12

Descends and ascends interminably, pointlessly

13

Has smooth vertical routes with hacked handholds

14

Has falling phantom climbers warning of false routes

15

Tries to take one life on every passage

16

Curves back on itself if possible

17

Has cracks running in every direction, making every hold unstable

18

Snags your clothes if it can

19

Stains your skin the colour of its rock

20

Holds many darknesses, each different

21

Wants you on your knees

22

Eats sound between caves

23

Collects pockets of bad air

24

Guides you falsely

25

Wants to see you fall

26

Hs boulders balanced precariously

27

Hides exits in the floor

28

Is full of strange chiming, and movement from the next cave on

29

Builds caves to maximum size

30

Gives you an easy escape route, heading down

31

Grabs your feet in cracks while you fight

32

Puts swings in your ropes and abrades them

33

Changes scale unpredictably

34

Wants to see you chimney

35

Wants to tast blood and drinks any that is spilt

36

Cradles life if it can

37

Corrodes any metal left outside its sheath

38

Covers each path with smears of still mud

39

Drops random strategies on loud noises

40

Drips endlessly, soaking you

41

Funnels a freezing wind

42

Tips the axis of your walk, making you scrabble

43

Projects the fossilised bones of ancient beasts as unexpected grips

44

Has stalactites and stalagmites that sharpen like spears

45

Exposes the tracks of those who passed last

46

Keeps its roofs curved low

47

Hold still, stagnant pools wherever it can

48

Disguises the depth of any drop, pool or flow

49

Cuts across its own track without meeting

50

Encrusts itself in flowstone, inches thick

"but never"

1

Breaks a lantern if it falls

2

Lets sane people sleep without nightmares

3

Traps you in a squeeze with no way out

4

Ends a passage the way it began

5

Leaves you hanging without a hold

6

Has dead passages, leading nowhere

7

Makes secret paths worth the while

8

Has cave entries at ground level

9

Has sloped cave walls, vertical or concave only

10

Forces your head under water

11

Goes up, only down from where you are

12

Lets you damage a speleothem without an encounter roll

13

Holds bolt anchors for long

14

Lets you go without an encounter

15

Releases you in the direction you expect

16

Kills people while they sing

17

Drops you if you hold rock in both hands

18

Shows clear tracks of those who pass

19

Wakes you in the middle of a dream

20

holds bolt anchors for long

21

Lets you stand comfortably

22

stops moaning an howling

23

Holds steady reflections anywhere

24

Hides its threats

25

Reveals the depth of its pitches at first sight

26

Crushes you with falls if it can trap a limb instead

27

Hides evidence of your passage

28

Lets you guess direction from transmitted sound

29

Makes it easy to go back the way you came

30

Lets the strong escape the weak

31

Breaks legs when you take falling damage (just arms, ribs and necks)

32

Lets anyone cut a rope without suffering whiplash

33

Scales its threats predictably

34

Drops monsters from above

35

Hears magic words wtihout screaming and tremors

36

makes a sound except for whispers

37

Stops tempting you with false gold and gems

38

Lets you sleep

39

Lets go a corpse without a fight

40

Lets a light burn long without incident

41

Lets a ghost escape

42

Lays out its caves in regular flow, but clusters and piles them together